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GDC Extras Archive

The GDC (Game Developers Conference), previously the Computer Game Developers Conference, is a series of events held worldwide to bring together developers, marketers, management, artists, and others involved in the creation of electronic entertainment. Besides the main events, GDC also maintains an archive of presentations and recordings at The GDC Vault.



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Computer Game Developer's Conference 1996 30CGDC96_BrianHammerstein Brian Hammerstein Multiplayer Games   37CGDC96_RobWallace Rob Wallace Creating Dazzling Sound Effects http://vgmpf.com/Wiki/index.php/Rob_Wallace   43CGDC96_DeanGloster Dean Gloster Financing Alternatives 47CGDC96_RaymondBenson Raymond Benson Story vs Gameplay  Raymond Benson Story vs Gameplay 53CGDC96_R.Stein&D.Wheeler R. Stein & D.Wheeler The Making of the 11th Hour 54CGDC96_BrianNapper Brian Napper Current...
Telltale's The Walking Dead should be, by most historical measures, a failure as an apocalyptic zombie video game. It has no dedicated combat button, the main character has no exceptional skills or abilities, and it explores issues of race and gender under a mechanical and thematic milieu of "choice." By focusing completely on characters and "designing with empathy," we were able to create a story-driven game experience that has become both a commercial and critical success....
Topic: GDC
GDC Extras Archive
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March 20-24, 2001
This talk is a detailed walkthrough of the game engine modifications needed to make The Last of Us Remastered run at 60 fps on PlayStation 4. Topics covered will include the fiber-based job system Naughty Dog adopted for the game, the overall frame-centric engine design, the memory allocation patterns used in the title, and our strategies for dealing with locks.
Topic: GDC
This is a session about everything but games. How does Richard Lemarchand connect Victorians, Georgians and Neo-Realists to character-driven storytelling? Why did a painting from the 1950s lead Brenda Romero to design Train? What has Ben Esposito learned about procedural generation from the musician Brian Eno? And how have the Muppets made Kellee Santiago's work better? Join us to hear how each of these developers connect the dots between the things that influence and inspire their work. By...
Topic: GDC NEXT
GDC Extras Archive
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March 4-8 2003 San Jose, CA
In this talk, 22cans founder and industry veteran Peter Molyneux will talk through his ideas of connecting millions of people together as a newly independent developer who %u201Cgrew up indie.%u201D He'll show for the first time detailed learnings from Curiosity: What's Inside the Cube?, the Steam early access debut of Godus, and how this feeds into the re-invention of the god game genre in Godus. He'll also discuss how this new indie world differs from designing a AAA game such as Fable, with...
Topic: GDC
Launching mobile games across platforms like iOS, Android, and Windows Mobile is a tremendous way to expand your user base, and ultimately, your company. So is launching your game internationally in multiple territories. In fact, these strategies may be your only shot at scaling up your mobile free-to-play game company in the long run. Game Insight VP of Business Development Darya Trushkina discusses why, and how, to grow your free-to-play gaming company across platforms - and across continents.
Topic: GDC
Can a great indie game answer fundamental research questions? What happens when you mix engineering students with cutting edge NYC indie game developers? Yamove! was an experiment in bringing these two worlds together. The resulting game was an IndieCade 2012 finalist, as well as a successful research project. In this talk, given by the lead researcher and an indie game curator/designer who worked on the project together, you'll learn about how this collaboration worked, how it came to be, and...
Topic: GDC
GDC Extras Archive
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In this talk, art director Matt Nava will present the artwork he created during the development of the game Journey by thatgamecompany. The audience will learn about the creative processes, inspirations, challenges, and constraints that were encountered while designing the art direction for this critically acclaimed and award-winning PS3 title. Based on the book "The Art of Journey" which Nava recently wrote, the lecture will cover the design of the character, creatures, landscapes,...
Topic: GDC
Complex stateflows and animation layers are changing the face of game animation, allowing for a quantity and variety that would have been difficult or even impossible to fit into production schedules and memory not long ago. This talk will follow along with a specific example that uses the power of stateflows and layers to expand the animation features of Battlefield 4 Premium.
Topic: GDC
DirectX 11 is now becoming widely adopted by game developers, having made its way to next-generation consoles with broad support on PC. The aim of this talk is to cover interesting visual effects used in some recently released game titles that leverage the advanced features of DirectX 11, and introduce new ways of looking at the tessellation part of the DirectX 11 rendering pipeline. The second part of the talk will cover tips and tricks to increase the visual fidelity of tessellated geometry,...
Topic: GDC
 
Topic: GDC
This session will describe how Infinity Ward leveraged hardware tessellation in Call of Duty: Ghosts to improve image quality and artist efficiency on PCs and next generation consoles, while maintaining the games trademark high-frame rate. Catmull-Clark subdivision surfaces are an artist friendly, efficient representation for next-generation models. Recent research, including feature adaptive subdivision surfaces by Matthias Niessner and Charles Loop, has made it possible to efficiently render...
Topic: GDC
GDC Extras Archive
by Nintendo of America, Inc.
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Footage of Super Mario Galaxy from Shigeru Miyamoto's GDC 2007 Keynote speech o.
Topic: nintendo, wii, super mario galaxy
The current generation of consumer graphics cards contains powerful pixel processing units capable of handling very complex operations at interactive rates. At the same time, the level of immersion in games has increased tremendously, requiring intricate, rich worlds to wow the gamers senses. Rendering the necessary level of surface detail directly with complex geometry is impractical even with the most powerful latest hardware. This problem has spurred development of numerous techniques for...
Topic: GDC
Engaging your audience within the first minutes of play is a delicate endeavor, and has become a critical aspect of development in the era of free-to-play games. If the developers fail to captivate their audience's attention quickly, there won't even be any retention challenges to care about. This talk will cover the common onboarding pitfalls, provide guidelines from User Experience (UX), and discuss best-practices by using knowledge of how the brain learns. It will provide examples from...
Topic: GDC
GDC Extras Archive
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Conference: May 4-8, 1998
In this session, we'll provide information about new features in Autodesk Gameware products. The Gameware suite consists of industry leading solutions for User Interface design (Scaleform), nav mesh generation and path finding (Navigation), inverse kinematics (HIK) and global illumination (Beast). We'll discuss exciting new improvements in the tool set as well as the runtime.
Topic: GDC
GDC Extras Archive
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GDC 2007 Game Career Seminar
GDC Extras Archive
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This video presentation from the 1999 Game Developers Conference explores the architecture of id Software's latest first-person shooter, Quake 3 Arena. Brian Hook discusses basic research into curved surface rendering, issues dealt with in deploying an OpenGL based game, the architecture of the back-end shading pipeline, the lighting model, and LOD algorithms for models and curved surfaces.
Topics: Brian Hook, Quake 3
GDC Extras Archive
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For the past 3 years, Stone Librande has been working on design documentation for the latest SimCity game. In this session, he describes how he made extensive use of one-page documents to communicate core ideas to the team. Over 100 documents were created, and they span the entire range of the project, from early concepts to the final production phase. During this talk, Stone will discuss both the positives and negatives of using one-page documents on a large-scale, multi-year project, as well...
Topic: GDC
GDC Extras Archive
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Technical art is evolving rapidly. In many studios TAs play key roles in developing efficient tools pipelines, and ensuring art content is visually striking and optimized for performance. TAs bridge content and engineering, helping make both more successful. However, many studios have still not fully embraced the TA role. Their TAs are smart and eager to make an impact, but are not sure how to best prove their value, and be given key roles in development. A group of experienced, respected...
Topic: GDC
Working on a first generation title for a brand new games console is an exciting and rare privilege in our industry. Developing PROJECT GOTHAM RACING 3 has been a voyage of discovery into new hardware, XDKs and functionality that have influenced the design of the title. The power of the Xbox 360 has allowed us to implement graphical and gameplay features impossible on previous hardware. This talk aims to identify some of the pleasures and pitfalls of designing and developing a game on an...
Topic: GDC
GDC Extras Archive
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Monument Valley's award-winning visuals were critical to its success. The game's puzzles, based on optical illusions and impossible geometry required combining artistic and technical creativity. Influences as wide ranging as M.C. Escher, Middle Eastern architecture, Japanese flower arrangements and low-poly 3D art contributed to the unique art style. More than skin deep, the visuals were deeply integrated with the gameplay, story and design themes, creating a rich, accessible and highly...
Topic: GDC
The mobile gaming market continues to evolve. While some games enthrall the public's thumbs for just a few months, other favorites can top the charts for years. Whether or not a game can keep those fickle fingers, there is clear market potential for mobile games to maintain popularity well beyond launch - when done right. This session will take a deep dive into the games-as-a-service strategy that Storm8 employs to maintain its loyal fan base of more than 200 million players worldwide. Drawing...
Topic: GDC
Iterative constraint solvers work great, but there are cases where we could use better convergence. This presentation explores various Mixed Linear Complementarity Problem (MLCP) solvers and the Featherstone articulated body algorithm and how to mix them.
Topic: GDC
GDC Extras Archive
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QA is rapidly growing into a programming focused discipline in games. Hear more about how the QA engineering team at ArenaNet has tackled testability for a large-scale MMORPG with an aggressive release schedule. We'll discuss patterns we've used in supporting interactivity through instrumentation, freely available frameworks and services we used to develop the execution infrastructure, and how we tailor results reporting to specific audiences to improve trust and support for test within the...
Topic: GDC
GDC Extras Archive
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Test-Driven Development (TDD) is a relatively new technique that, despite gathering a lot of momentum, has made very few inroads in our industry. However, this is a technique that is too useful to overlook any longer. In an industry where we're constantly pushing the boundaries and exploring the unknown, the benefits of TDD are a very good match for many of our development problems. Developing software with TDD might seem backwards at first glance: First a short unit test is written, then the...
Topic: GDC
An overview of methods used in the paper game industry for designing and balancing very complex games. The focus is on techniques that would be useful for any complex game, paper or electronic, and especially for games with a large pool of interacting objects that players can choose from, such as MMOGs or RTS games.A basic model of how to approach such designs is given, followed by some more detailed tools and methods for tuning, costing, and balancing gameplay.
Topic: GDC
GDC Extras Archive
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Ultra-realistic characters are a common target for current rendering engines, given the importance of storytelling in modern games. However, efforts toward photorealistic character rendering are futile if they don't include subsurface scattering rendering (SSS), realistic eye shading, physically based rendering, depth of field, film grain, plausible bloom, film-like tone mapping, very detailed assets, soft shadows, and an accurate anti-aliasing solution. Failing on any of these means the...
Topic: GDC
User experience (UX) and neuroscience are becoming trendy in the industry, but how can these disciplines concretely help a team to develop a game? Some designers might think that this knowledge is not easy to apply, or even fear that it will distort the experience they intend to offer. However, UX and neuroscience combined are at the service of design, and can provide very concrete and easy-to-use tips to anticipate and solve design problems, sometimes even before the play testing phase. The...
Topic: GDC
In the competitive world of video game development, less and less time is given for 2d pre-production. Concept designers must balance their schedule between envisioning new ideas verses executing professional drawings and paintings. And with so many games entering the market every year, it is also harder and harder to come up with original contents. During the first half of this session, Feng will share his methods for idea generation. We'll explore a variety of quick and efficient design...
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Topic: GDC
Competitive gaming has taken off in the last few years. Publishers like Riot Games with League of Legends or Wargaming with World of Tanks have built their business around the idea that they are indeed a sport. As with any sport, electronic sports have evolved into their own complex ecosystem, with a myriad of business opportunities for multiplayer game developers. This lecture shows how this concept works, who the major players are, how big it has become, and sheds light on deal and investment...
Topic: GDC NEXT
GDC Extras Archive
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00CGDC94_ChrisCrawford Chris Crawford Interactivity Revolution, And Pain https://en.wikipedia.org/wiki/Chris_Crawford_(game_designer) 00CGDC94_PIM Phillips Interactice Media Demo 01CGDC94_Ernest Adams Ernest  Adams Celluoid to Silicon: A Sermon http://www.designersnotebook.com/Lectures/Celluloid/celluloid.htm    02CGDC94_Barbara Lanza Barbara Lanza How the other Half Plays https://archive.org/stream/Computer_Gaming_World_Issue_120/Computer_Gaming_World_Issue_120_djvu.txt    ...
With UNCHARTED: DRAKE'S FORTUNE Naughty Dog created their third original AAA next-gen character-action franchise - and their first for the PlayStation 3 - with in an in-house development staff of fewer than 80 people, and none of them having the job title of "Producer". This candid and information-rich session will discuss Naughty Dog's transition to developing for the PlayStation 3 hardware and the creation of our new characters and story; the artistic and technological challenges we...
Topic: GDC
Over the years, BioWare has worked very hard at creating an enveloping narrative, and evolving how it is done. During the course of creating the final episode of the trilogy, the Mass Effect level design team identified that they would have to find new ways to help reinforce the narrative in the missions that Commander Shepard would undertake. Dave Feltham, senior designer on Mass Effect 3, will illustrate some of the methods they used to bring narrative to some of the levels' pacing and flow,...
Topic: GDC
GDC Extras Archive
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The trade-off between history and gameplay is one of the biggest challenges when it comes to designing a historical game. Not all history naturally lends itself to good mechanics, and thus you need to develop solutions to bring history into your game, while at the same time ensuring you have a fun and compelling gameplay. This talk will look at some of the solutions Paradox Development Studio use to solve this problem.
Topic: GDC
GDC Extras Archive
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What really goes into being an indie developer? Is there a checklist that tells you what to do? When is an indie job just the same job in a new package? What do you give up and what do you gain? What are the perils that can turn that dream of building your own game into a long-term nightmare? Don Daglow has spent the last five years of his 40-year career working with small teams. In this session, he'll walk you through a checklist of questions that cover if, when, and how you want to set sail...
Topic: GDC
Northlight is Remedy Entertainment's in-house game engine which powers Quantum Break. In this presentation we discuss how various rendering performance and efficiency issues were solved with DirectX, and suggest design guidelines for modern graphics API usage.
Topic: GDC
GDC Extras Archive
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Blindtesting is a very important game testing technique. It's underappreciated, and the term is often used very loosely. This session discusses "best practices" for true blindtesting, and the advantages of using them.
Topic: GDC
GDC Extras Archive
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Have you ever bumped into another developer and noticed they're using a code snippet or tool that you feel like you could've used a million times? In this collection of ten-minute technical talks, each speaker will take you through one of their tools, solutions, or hacks that could benefit the average indie developer on a very practical level.
Topic: GDC
Two thirds of Brisbane indie startup Witch Beam, reveal how they built a game that's accessible to newcomers while offering something new to hardcore shoot-em-up fans by building layered systems that offered different goals to different players without losing its arcade edge. This talk covers the aspirations and intentions of the team, the way issues were identified coupled with the solutions built into the heart of the game, and nitty gritty details about what went right and wrong along the...
Topic: GDC
With one of the biggest mobile IPs of all time under their belts, Rovio set out to advance their brand even further: Angry Birds Epic, a tactical role-playing game was born. How did they meet the challenge of transferring a brand known to everyone for its simple slingshot mechanic to a totally different genre, and how has it been received by the crowd? Chris and Miika will tell the story of how Angry Birds Epic came into existence, from the original concept pitched to Rovio by Chimera...
Topic: EU
GDC Extras Archive
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Stealth gameplay poses unique challenges to the level builder, and a poorly-designed level will frustrate players as surely as a well-designed level will please them. The challenges are exacerbated when stealth is an auxiliary element rather than the core gameplay. We've all wanted to quit in disgust when we got to the one badly integrated stealth level in an otherwise well-designed game, right? Whether your game is all about stealth or just includes some stealth gameplay, this presentation...
Topic: GDC
GDC Extras Archive
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There is always an element of risk in trying to determine what is "fun" for a player. Although some try to apply a single theory of game design to reduce that risk overall, the presenter sees each game as an individual opportunity to define game playability. The presenter elaborates on design risks and returns from his own experiences designing the Kirby and Smash Brothers games for Nintendo. Speaker: Masahiro Sakurai
Topics: GDC, game design, Kirby, Space Invaders, Super Mario Brothers, Masahiro Sakurai, 2004
GDC Extras Archive
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Topic: GDC
This panel examines the role and importance of gaming within the game development and marketing process. Specifically it seeks to address the question of whether the right sound enhances gameplay and/or game sales. Through an interactive panel discussion, we will seek to assess what role audio plays within the development process and share best practices for efficiently delivering the best possible sound experiences. Can you afford to overlook sound in your games? We are on the cusp of a new...
Topic: GDC
Authoring Tools Framework (ATF) is a set of C#/.NET components for making game development tools on Windows. ATF has been in development for over 8 years and has been used to make many custom tools such as Naughty Dog's level editor and shader editor for The Last of Us, Guerrilla Game's sequence editor for Killzone: Shadow Fall, an animation blending tool at Santa Monica Studios, a level editor at Bend Studio, a visual state machine editor for Quantic Dream, and many others. After many years of...
Topic: GDC
GDC Extras Archive
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Game design and writing remain in conflict in too many game development projects, and because of this many games are not as emotionally involving as they could be. 20-year video game veteran Jurie Horneman, coming at this from a design viewpoint, will present a framework showing how systems design and narrative design are two sides of the same coin, and why the narrative side of game is important even in games that do not ostensibly have a story. After that, he will argue how this explains some...
Topic: GDC
This talk will detail the techniques used to achieve high visual fidelity in the context of the uncompromisingly simplistic aesthetic of INSIDE - Playdead's follow-up to the critically acclaimed LIMBO. We will describe a variety of effects used to achieve an atmospheric look, including local shadowed volumetrics and a robust water-rendering system. Seeking to fine-tune every pixel led us to author lighting as entirely separate diffuse, specular and bounce-light entities, while focusing on...
Topic: GDC
Being an app developer has quickly become one of the most exciting and lucrative fields to be in. Consumers are spending over 120 minutes per day in mobile apps, up 35 percent from last year. App developers are now ready to tap into the growing trends by optimizing their monetization and publishing strategies. This session will provide next-step solutions to developers who are ready to take a big step forward.
Topic: GDC NEXT
GDC Extras Archive
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General purpose computing on GPU is becoming mainstream in gaming hardware such as consoles, mobile devices, and PCs. Code that effectively uses the GPU can increase performance and improve battery life. This lecture discusses how to efficiently implement collision detection, particles, and rigid body simulation executed on the GPU. Although OpenCL is taught, most information is applicable to CUDA and DirectCompute. For each stage in the particle and rigid body simulation pipeline, we will...
Topic: GDC
GDC Extras Archive
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Rendering Kyrat, the beautiful world of Far Cry 4, inspired the development of many new graphical features to use the power of the new generation of hardware. First, the foundations were laid down by lighting and material improvements. An anisotropic BRDF was created, high-resolution directional sky occlusion was added, and the global illumination system was extended. Next, the vegetation system was rewritten from scratch, resulting in individual leaves being modelled up close to tessellated,...
Topic: GDC
This presentation introduces Motion Matching, an innovative new approach for creating high quality, fluid and complex character movement. The team adopted a declarative animation philosophy, where instead of placing small animations in a big structure, they place small structured markup on top of long animations. This manual markup is necessary for logical information that can't be inferred automatically, like attack types and defense stances. For navigation, they don't have to manually...
Topic: GDC
This talk will feature the retro-evolution of classic 2D RPG elements in Obsidian Entertainment's Project Eternity. From the challenges of creating massive, dynamically-lit isometric environments to trusting in players' vivid imaginations and problem-solving capabilities, Project Eternity poses some interesting challenges to its veteran team. To find the right balance between using contemporary development practices and meeting classic RPG expectations, the developers have solicited community...
Topic: GDC NEXT
This talk discusses three core techniques which are vital to building a flexible game engine: abstraction, indirection, and orthogonality. The presentation starts with high level theory, but quickly delves into real world application, using the Unreal Engine as an example. The talk ends with a discussion of why these techniques are crucial for creating next-generation games.
Topic: GDC
GDC Extras Archive
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F.E.A.R.s AI was designed to provide a combat experience as exhilarating as multiplayer against a team of skilled humans. Enemies work in squads, laying suppression fire as allies advance. When confronted with a threat, soldiers shout orders to each other, and if necessary dive crashing through a window to safety. Soldiers advance in formation, split up into organized search parties, and flush out the Player with grenades. The typical game AI techniques of the past could not meet the demands of...
Topic: GDC
Assassin’s Creed II’s new-world organic environments presented an opportunity to update the animation throughout the game with revised systems of navigation, combat and crowdlife, as well as new additions like animal wildlife, moving ships and tree-running. This presentation covers the decision-making behind these various improvements, making Assassin's Creed III's new protagonist Connor even more fluid in motion than previous entries while maintaining the series trademark sense of weight...
Topic: GDC
Technical art is evolving rapidly. In many studios TAs play key roles in developing efficient tools pipelines, and ensuring art content is visually striking and optimized for performance. TAs bridge content and engineering, helping make both more successful. However, many studios have still not fully embraced the TA role. Their TAs are smart and eager to make an impact, but are not sure how to best prove their value, and be given key roles in development. A group of experienced, respected...
Topic: GDC
GDC Extras Archive
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Darkest Dungeon combines many different elements and inspirations: classic party-based CRPGs, boardgames, roguelikes, and wargames. It then layers on top the signature Affliction system and psychological stress mechanic. Figuring out how to smash all these pieces together and make the play experience cohesive and understandable was a juggling act with significant challenges. Making iterations on the fly during a live Early Access environment with a large community was also not without harrowing...
Topic: GDC
GDC Extras Archive
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The European Innovative Games Showcase (EIGS) at GDC Europe's Independent Games Summit returns for its third edition, showcasing the most intriguing and different independent games from all over Europe. Each selected game is going to showcase what's unique and special about their in-development or already released game in a series of fascinating mini-talks. Come and get inspired! The winning games and studios of 2016 (in no specific order): A Normal Lost Phone (Accidental Queens), La Petite...
Topic: EU
This session will introduce new tech artists and students to the exciting world of shader creation and the art of creating beautiful pixels. No previous shader or programming experience is required. The session will start with basic concepts, introduce simple functions, and then combine them to create some cool looking results. By the end of the session, attendees with have a basic understanding of what shaders are, what they can do, and where to go to continue learning about them.
Topic: GDC
Playdead's INSIDE makes strong use of Temporal Reprojection Anti-Aliasing to deliver satisfactorily clean and stable images. Temporal Reprojection Anti-Aliasing is a spatio-temporal post-process technique, where fragments from the most recent frame are correlated with fragments from a history buffer through reprojection. By carefully jittering the view frustum, and by making sensible choices for when to accept or reject a history sample, this technique can produce images that are superior to...
Topic: GDC
Alex Schwartz (CEO of Owlchemy Labs) and Devin Reimer (CTO of Owlchemy Labs) dive into the process of developing original IP and balancing the risk with contract work. This team talk will also dive into identifying key in-house tools that can be sold for additional revenue flow, exploiting your IP on multiple platforms and distribution channels, and discuss the ever-challenging conundrum of balancing original IP with client work. Alex and Devin will be pulling from their experiences running...
Topic: GDC
The match 3 puzzle genre is almost as old as it gets. Scour the App Store and you'll find hundreds of different varieties out there. Very few of these succeed however, and even less manage to hit the number one spot on the U.S. Apple App Store top download chart. Wooga's Jelly Splash managed to do just that, and in this session Florian Steinhoff, the creator of Jelly Splash, will give a detailed account on how his team managed that and what he learned throughout the development process.
Topic: GDC
GDC Extras Archive
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The session explores how real-time global illumination game engines can be created on current hardware. A brief history on various global illumination techniques is given and then the presenter explores how they can be adopted in to real-time 3D engines. He also discusses brand new approaches targeted directly at the real-time field. Speaker: Eskil Steenberg
Topics: GDC, global illumination, Eskil Steenberg, 2004
GDC Extras Archive
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The GDC Audio Bootcamp returns for its 13th year, focused on the technical, creative and logistical topics needed to successfully navigate the field of sound for games. A range of industry experts will speak on their own experiences and practical skills relating to music composition, sound design, digital signal processing, audio mixing, the logistics of working in both large and small studio settings, and more. The lunchtime surgeries will offer a unique opportunity to sit and meet with many...
Topic: GDC
This talk will present a novel technique for the rendering of surfaces covered with fallen deformable snow featured in Batman: Arkham Origins. Scalable from current generation consoles to high-end PCs, as well as next-generation consoles, the technique allows for visually convincing and organically interactive deformable snow surfaces everywhere characters can stand/walk/fight/fall, is extremely fast, has a low memory footprint, and can be used extensively in an open world game. We will explain...
Topic: GDC
GDC Extras Archive
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This lecture will present a novel technique called Adaptive Virtual Texture (AVT) rendering which is used in Far Cry 4. It will describe how we used the technique to render terrain along with a massive amount of decals very efficiently on both CPU and GPU. Traditional virtual texture rendering techniques like MegaTexture and procedural virtual texturing can suffer from low-texel resolution when applied to a large open world. Adaptive virtual texturing overcomes this problem. In Far Cry 4 it is...
Topic: GDC
These days, character animators have many options for creating advanced animation rigs. What's the best route to take and what are some new, unique techniques that may be beneficial to your pipeline? This session covers the primary advanced character animation techniques across Autodesk software, detailing the pros and cons of each approach. It will then cover advanced production techniques in 3ds Max and Maya as well as new pipelines and techniques available when integrating Autodesk...
Topic: GDC
he features that make casual games so popular - simple and easily-mastered rules and gameplay, minimal or no plots and characters, brevity, and 2D graphic - render a substantial portion of casual games content unprotectable under U.S. copyright law. Copyright protection extends only to creative expression, such as original storylines, unique artwork and developed characters. It does not cover universal ideas used over and over, such as mazes, chases, puzzles, solitaire and pinball. Using games...
Topic: GDC
GDC Extras Archive
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DUST 514 is an MMOFPS that is uniquely set and connected in real-time to the universe of the PC MMO, EVE Online. DUST 514 has players battling over planetary territory on nearly 7000 temperate planets. This talk will introduce the audience to the underlying design. Then step-by-step, it will go through some of the tools, custom tech, and methods the environment creation team used to create the modular environments, which were designed to achieve the required variation needed to visualize these...
Topic: GDC
343 Industries was formed with a monumental task: to build a new studio from scratch and take over a much beloved universe from legendary developer Bungie. Their first internally developed title, Halo 4, was released on November 6, 2012 to widespread critical acclaim. In this session, franchise creative director Josh Holmes will discuss how the studio managed to overcome the overwhelming odds and many challenges involved with assembling a brand new team to deliver a game worthy of the Halo...
Topic: GDC